High Roller

Level 11
Creature· humanMediumRemaster
AC 30
HP 150
Speed 25 ft.
Fort +17
Ref +24
Will +22
Perc +22
Size Medium
Common
Languages common
Skills deception +24, intimidation +22, thievery +22, society +21
Recall Knowledge society DC 28

Attacks

Melee Rapier +23/+18/+13(deadly d8, disarm, finesse, magical)
Damage: 2d6+11 piercing
Melee Fist +22/+18/+14(agile, finesse, nonlethal, unarmed)
Damage: 1d4+11 bludgeoning
Melee Card +23/+19/+15(agile, finesse)
Damage: 2d4+11 slashing
Melee Card +23/+19/+15(agile, thrown 20 ft.)
Damage: 2d4+11 slashing

Abilities

Gaming Arsenalinteraction

The high roller treats all game tools—such as cards (used in the stat block's Strike entries), dice, coins, and gambling tokens—as melee weapons with a d4 damage die and the agile, finesse and thrown 20 feet traits. The high roller gets a +1 item bonus to attack rolls with them and deals two damage dice. The damage type depends on the item and is determined by the GM.

+4 to Sense Motivedefensive
Tip the Scalesdefensive(divine, fortune)

Trigger A creature the high roller is observing critically fails a check Effect The high roller picks up on luck that others dropped. They roll twice on their next d20 roll before the end of their next turn and take the better result.

Lucky Momentumoffensive

Requirements The high roller's last action was a critical success

The high roller either Strides twice or attempts a Strike that deals an additional 4d6 precision damage and deals half damage on a failure (but not a critical failure).

Royal Flush Flurry◆◆offensive

Requirements The high roller has at least 16 cards in one hand

The high roller unleashes the cards in a 30-foot cone, dealing 16d4 slashing damage to all creatures in the area with a DC 30 reflex save. This ability expends the full deck of cards held.

Description

Those with a particular mastery over luck can make a living through games of chance as professional gamblers.


These lone wolves have an aura of mystery, bravado, and swagger.